Err, yeah I'd found that page, but my Japanese is a little... errr... rusty...

The official English site does a lot for describing the characters' history and describing the different things you can do during a battle, but completely avoids telling you anything about what the hell the game actually is!

After a lot more research, I believe it is a turn-based fantasy-themed multi-character RPG in traditional Japanese cutesy graphics. Is this right?

Ahh, Final Fantasy. The only game of the series I've played is Final Fantasy Adventure on the original Game Boy. An amazing game! I loved every minute of it, and would have played it to completion, were it not for two problems. One, I somehow found myself in a network of about four rooms in between two locked doors, without a key. My game was over, and I'd have to start over again - which I promptly did. Unfortunately (two) I lent the game to my sister's boyfriend, who then became an ex-boyfriend, and I never saw him or it again.

But the game stayed with me, and while I haven't played the game for about ten years I can still with remember all the music. I was *delighted* recently to find a .GBS archive of the music, and a WinAmp2 GBS reader!

I've been trying to track it down recently, but to no avail. If FFT is *anything* like FFA, I'll buy it the day it's released in the UK.

After a lot more research, I believe it is a turn-based fantasy-themed multi-character RPG in traditional Japanese cutesy graphics. Is this right?

Kind of, but not really. FFT came out for the original PSX several years ago. It's really not like any of the other final fantasy games. Like I've tried to say before, it's more like an rpg, super-chess. Play consists of battles surrounded by plot line. Battle takes place on an isometric board laid out like a chess board, along with varying heights for each tile, and varying terrain for each tile (for example grass, water, lava, stone, etc...). Play ensues one piece/character at a time. Each character gets a move turn and an attack turn. Each character has their own special sets of stats and capabilities which are related to their class. Much like chess, each different type of attack has a special range and an area of affect. For example, a squire has the capability to throw a stone a total distance of three tiles (or something like that). The stone only hits a single tile. Unlike chess, height is also factored into the equation, and movement capabilities are separated from attack capabilities. As another example, a wizard may be able to only move three tiles, but he can cast spells which reach six tiles away and have an area of effect of eight tiles. Every action you take in battle garners your characters more experience. As they gain more experience, they can learn cool new skills from their class, and gain more levels. As they gain more levels you can change them into more powerful classes - like ninjas, summoners, and calculators. Of course, in Squaresoft fashion, the special characters in the game that are important to the plotline have their own cool unique classes and skills. On top of all that, characters can all be equipped with special items that affect their movement, attack damage, available capabilities, etc...

And for the FFT Clone project, what skills are required to be in the development team??

Tactxs is now the official codename for the project.

We've come to the conclusion that the rendering will either be software (Tactxs-style gameplay doesn't require heavy graphics lifting) or OpenGL-based and abstracted away by a set of interfaces. So, we're looking for people with general graphics programming knowledge and experience with OpenGL is a plus.

Tactxs is also online-multiplayer, so we need work done on the client-server communication, but we're less concerned about that.

As far as programming languages are concerned, we're going to try to keep as much of Tactxs in Java as possible.

What we're lacking the most is somebody who has good artistic sense and is capable with rendering and modeling tools.

And for the FFT Clone project, what skills are required to be in the development team??

Hard to say right now. I guess perseverance would be a big skill right now. If you look around you won't find many games with the depth of the battle system and coming up with one is going to be a huge undertaking.

Currently there are just three of us. Currently we are leaning towards a small team instead of a wide open anyone can join. We aren't gonna try to clone FFT. The goal is currently a multiplayer game in the spirit of FFT and/or Tactics Orge.

Umm.. I have not played much with OpenGL, but in the Java side I had done many things, For the graphics knowledge, I've programmed in Java3D since 2001. In network programming, a bit of sockets in C, other bit in Java, and a system done in RMI for a turn based strategy game (a online clone of Konquest included with KDE for Linux) I'm not good modeling in 3D, but can draw many types of beings (humans, monsters) I think that the graphics style needs to be preserved from FFT, i. e. not using 3d models for the players, effects, spells. I will redo my homepage(last updated in '96 )to put some of my work.

*kisses google for bringing him here**bows*To be in a team like this would be a dream come true.I wouldn't be very helpful right now with what little of Java time I had (semester and a half).But, surely, this kind of project - with a small team - would take alot of time to develope. (and everyday I java.levelUp())So, could I ask a favor?No, no, I'm not asking to be a lackey ;P (lying)would you guys keep your work open sourced, or at least talk about all the developments over here?pretty please.====Things I CAN, surely would, and seriously help with:Gather resources. (Anything)Game engine coding. (well, the non-high-level stuff... If u let me *puppy eyes*)Find graphics people. (Already seducing a couple)Pimp. (Yes, I did say that)Add to pool of practical ideas. (I finished FFT 20+ times = too much daydreaming of a better FFT)====*shuts up and bows*

The Tactxs project has been in hibernation for a while now. I really have faith in the idea itself, but getting people to devote a significant amount of their spare time is really the hard part.

If you really, really, really think you can stick with the project and make serious contributions, then you can send me an e-mail, and I can see if we can get something going again. I've got plenty of other things on my plate, so I just can't afford to waste my time wanking around, if other people can't commit.

I have faith in people on this board.Alas I have another projects that I would like to finish first. Game with mill + stars, 100+ opponents and so on. Finding work. Change laws of the country where I live to stop discriminating persons with long experience, but a little schools behind, attempt to get "partially disabled" papers... and so on.

I found the best place for development is in bus moving from one place to another, and when waiting for an office lady, thought that later situation is rather too distracting.

I have a better idea. I'm not able to take more project that I work on just by me, but I think it would be nice for all, if I'd write some articles on AI board with tailored towards Tactx. If I'd add a nice copy and paste code, it might help this, and others, projects a lot.

Hey, if your still around on here, I sent a lengthly pm on joining this group to you rryletes, and an email telling you so, but I havnt gotten a response . Ill send another mail your way and see if you pick up. Im really interested in joining this project, purly as an artist mind you.

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